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OGL: implement bounding box support with ssbo
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
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@ -380,6 +380,9 @@ static void BPWritten(const BPCmd& bp)
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BoundingBox::coords[offset] = bp.newvalue & 0x3ff;
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BoundingBox::coords[offset + 1] = bp.newvalue >> 10;
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BoundingBox::active = true;
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g_renderer->BBoxWrite(offset, bp.newvalue & 0x3ff);
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g_renderer->BBoxWrite(offset + 1, bp.newvalue >> 10);
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}
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return;
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case BPMEM_TEXINVALIDATE:
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